After having had quite a few plays of 1862 online and in person, I decided to tackle a solo run through. The
solo rules as provided by the game are fairly concise and require some clarifications. Thus, after scouring
BGG forums I decided to compile a quick and handy list for my next plays. For a quick
introduction to the game itself and some basic strategy tips checkout 1862,
an arms race.
You only need to own 2 shares to keep control of a company.
A penalty applies if you cannot float chartered companies, so make sure to get 3 shares or better buy a
as a non-chartered company (which will remove the home station on to the charter) and then either sell it
half price next SR or try to float it later.
The full game will follow one of two patterns resulting in either five or six Stock Rounds and
ten or twelve Operating Rounds:
SR - OR - SR - OR - SR - OR+OR - SR - OR+OR+OR - (LNER formed) - SR - OR+OR+OR
SR - OR - SR - OR - SR - OR+OR - SR - OR+OR - SR - OR+OR+OR - (LNER formed) - SR - OR+OR+OR
The first of these (ten OR) will happen if you buy too many trains early on. During the 2nd, 3rd
and 4th OR combined the Yorkshiremen will remove at least 6 trains. If you make sure you buy at least one
train each OR but no more than 5 total over those three OR, you will be able to delay the purchase of the
first D train long enough for the second scenario (twelve OR).
Finally, note that the extra train removal is only stopped when a train is bought from the bank!
For chartered companies, any shares on top of tableau go into bank pool.
For non-chartered companies, any shares on top of tableau go into company.
Two chartered companies merge to make a chartered company.
Anything merging with non-chartered ends up as non-chartered, the company needs pay 1/2 of stock price
for all shares visible in the tableau at the end of the merger. If the company does not have enough, it
pays all that it can.
When purchasing shares from the tableau,
Chartered and non merged/refinanced companies act as if all shares are still in IPO.
Chartered and merged/refinanced companies act as if all shares are now in the bank pool because of the
Non-chartered companies act as if all shares were in company treasury. That's why there is the special
rule requiring companies to "purchase" shares at half-value that are stuck in the tableau.
The reasoning for the above can be explained from this
thread: When performing a merger of two chartered companies in the multiplayer game, the first step
(after choosing the companies) is to move shares from the IPO to the bank pool. This in effect means that
there are no shares in the IPO anymore, so any share purchased would be at market price. In solo play,
however, those shares will probably still be stuck in the tableau, since for chartered companies the tableau
is equivalent to the IPO (unless they're at the top of the row, in which case they're just moved to the bank
For refinanced companies, shares would normally be relinquished to the bank pool during that process too. So
it makes sense that the cost would be current market price for those companies too, since shares stuck in the
tableau would normally have gone into the bank pool.
Companies may only redeem stock from the bank pool, or those in the tableau which are the top share of the
column they occupy. As usual, they may only redeem one share per operating turn. Redeeming a share costs par
price for chartered companies which have not been part of a merger, and stock-market price otherwise.
Redeeming a share in a non-chartered company costs the company nothing if taken from the tableau, and
stock-market price from the bank pool.
Should a non-chartered company need to buy a train and cannot afford one, it may use shares at the top of a
column in the tableau as though there were on the company charter. These shares are available to be sold in
order to fund the train purchase. If doing this would be insufficient to allow the company to buy a train,
then these share certificates may not be used for this purpose.
Shares in companies which are bankrupt, or which are non-surviving parties to a merger, are placed in the bank
pool with their original permit, and may not be re-bought directly by you. The corresponding home station
marker goes back in the cup, as the company may now be removed from the game. For mergers, the surviving
company is given an additional permit card of the same type held by the non-surviving company. It is possible
for a company which operates and leaves the game owing to a merger or bankruptcy to be restarted and floated
by purchasing a further three shares from the tableau. If this happens then it uses the permit it originally
received when first started.
Note that there are only ever 6 permits in the game and when a company bankrupts the permit is still attached
to it. If it is subsequently kicked out of the game then that permit is lost forever.
The end game is fixed as it is 3 ORs following the purchase/removal of the first D train. Thereafter,
the LNER is formed, i.e. 1 SR followed by 3 LNER ORs.
G train rust the Ds and there are unlimited H trains so chucking H trains does not matter.
Note that companies may only buy trains from the bank once LNER is formed.
It seems wise to try to start 2-3 companies off the bat leading to good synergistic track lay. Given
one of them can be simply chucked after it has outlived its usefulness this can be a decent strategy.
Given that the A trains are auto scrapped and that B trains are the best value for money, it makes sense
to not go overboard on the A trains.
Consider selling down to 2 shares and just withhold/refinance get around the train buying clause and
getting extra track lays.
Drop tokens on company hexes so that they can continue being upgraded even if company is kicked out of
In the last SR you can kill as many companies as possible to buy all the shares you can.
All in all, I found the solo play to be a lot more interesting than multiplayer oddly enough and am looking
forward to playing more of it :).